Wednesday, March 26, 2014

WEEK 12: Game Dev 4 DESN3012 Milestone 4 Due

Final stretch! 
Just 3 weeks left.
Please sign in and let me know if there's anything I can help you with (animation, uv'ing, texturing, painting)

Please upload your assignments to Blackboard. 

Your last assignment is due on the final week of class. 

Milestone 5: ex 5-10 second piece of animation. Value: 20%
DUE DATE: WEEK 15 April 17th on BLACKBOARD
* Late submissions will receive ZERO marks.

It is recommended that you show work in progress each week. Aim to have everything animated by Week 14 so you can spend the following week on revisions and polish. Playbasts are fine. No rendering required.

FILE NAMING:
3012_ m5_lastnamefirstinitial_001.mov
ex: 3012_m5_donovant.mov

Videos:
Quicktimes, 560 pixels by 316 pixels, H.264 codec, max 10MB. You can use a variety of tools such as Handbrake, Adobe Media Encoder, Quicktime Pro and more to format your videos. I use the 11-second club guidelines for all submissions:
http://www.11secondclub.com/helpful_hints/encoding


As you approach the end of your program, here's a good question to start asking yourself?
'What is your workflow?'. The idea of WORKFLOW in animation is a very personal one.

Generally most animators will do at least most of the following:
  • read the script/watch the leica/look at the storyboard
  • draw some thumbnails for key actions
  • act out the scene on video
  • block the broad strokes of their shot using stepped keys or very pose-to-pose timing
  • approval or peer review
  • start breaking it down 
  • approval or peer review
  • add polish, layering, offsetting
  • final approval
  • revisions or retakes  
Some variations:
- key all controllers on each pose, adding all the detail needed to sell the posing
- key only the basic controllers on each pose and layer the complexity in subsequent passes
- work straight ahead keying only the main controls and adding finer detail in subsequent passes

.. and there are more where that came from.

With 3D, it's important to stay SIMPLE because of the complexity of fixing animation on several controllers moving on different frames. That said, you need to show the director what you're planning, and that means adding even expressions and finger controls from a very early stage.

What you don't want to do is randomly start working without any plan.  Think! Plan, then start animating. "Measure twice, cut once"

See this example of VFX workflow from John Carter from Animator Patrick Giusiano







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